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#version 420

#extension GL_ARB_texture_gather : enable


#ifdef VULKAN
#define ATTR_LAYOUT(__vkSet, __location) layout(set = __vkSet, location =
__location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set =
__vkSet, binding = __vkLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(set = __vkSet,
binding = __vkLocation)
#define SET_POSITION(_v) gl_Position = _v; gl_Position.z = (gl_Position.z +
gl_Position.w) / 2.0
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale.xy,gl_FragCoord.zw)
#define gl_VertexID gl_VertexIndex
#define gl_InstanceID gl_InstanceIndex
#else
#define ATTR_LAYOUT(__vkSet, __location) layout(location = __location)
#define UNIFORM_BUFFER_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding =
__glLocation, std140)
#define TEXTURE_LAYOUT(__glLocation, __vkSet, __vkLocation) layout(binding =
__glLocation)
#define SET_POSITION(_v) gl_Position = _v
#define GET_FRAGCOORD() vec4(gl_FragCoord.xy*uf_fragCoordScale,gl_FragCoord.zw)
#endif
// This shader was automatically converted to be cross-compatible with Vulkan and
OpenGL.

// shader 1a14de8e58d5b30a
// Used for: Restoring the native BotW Anti-Aliasing implementation
const float resXScale = float($width)/float($gameWidth);
const float resYScale = float($height)/float($gameHeight);

#ifdef VULKAN
layout(set = 0, binding = 1) uniform ufBlock
{
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this
uf_variable away in Cemu 1.15.7
};
#else
uniform ivec4 uf_remappedVS[5];
// uniform vec2 uf_windowSpaceToClipSpaceTransform; // Cemu optimized this
uf_variable away in Cemu 1.15.7
#endif
// uf_windowSpaceToClipSpaceTransform was moved to the ufBlock
TEXTURE_LAYOUT(32, 0, 0) uniform sampler2D textureUnitVS0;
ATTR_LAYOUT(0, 0) in uvec4 attrDataSem0;
ATTR_LAYOUT(0, 1) in uvec4 attrDataSem1;
out gl_PerVertex
{
vec4 gl_Position;
float gl_PointSize;
};
layout(location = 2) out vec4 passParameterSem2;
layout(location = 3) out vec4 passParameterSem4;
layout(location = 0) out vec4 passParameterSem0;
layout(location = 1) out vec4 passParameterSem1;
layout(location = 4) out vec4 passParameterSem6;
int clampFI32(int v)
{
if( v == 0x7FFFFFFF )
return floatBitsToInt(1.0);
else if( v == 0xFFFFFFFF )
return floatBitsToInt(0.0);
return floatBitsToInt(clamp(intBitsToFloat(v), 0.0, 1.0));
}
float mul_nonIEEE(float a, float b){ if( a == 0.0 || b == 0.0 ) return 0.0; return
a*b; }
void main()
{
ivec4 R0i = ivec4(0);
ivec4 R1i = ivec4(0);
ivec4 R2i = ivec4(0);
ivec4 R3i = ivec4(0);
ivec4 R4i = ivec4(0);
ivec4 R5i = ivec4(0);
ivec4 R123i = ivec4(0);
ivec4 R124i = ivec4(0);
ivec4 R125i = ivec4(0);
ivec4 R126i = ivec4(0);
ivec4 R127i = ivec4(0);
uvec4 attrDecoder;
int backupReg0i, backupReg1i, backupReg2i, backupReg3i, backupReg4i;
ivec4 PV0i = ivec4(0), PV1i = ivec4(0);
int PS0i = 0, PS1i = 0;
ivec4 tempi = ivec4(0);
float tempResultf;
int tempResulti;
ivec4 ARi = ivec4(0);
bool predResult = true;
vec3 cubeMapSTM;
int cubeMapFaceId;
R0i = ivec4(gl_VertexID, 0, 0, gl_InstanceID);
attrDecoder.xyzw = attrDataSem0.xyzw;
attrDecoder = ((attrDecoder>>8)&0xFF)|((attrDecoder<<8)&0xFF00);
attrDecoder.xyzw = floatBitsToInt(vec4(unpackHalf2x16(attrDecoder.x|
(attrDecoder.y<<16)),unpackHalf2x16(attrDecoder.z|(attrDecoder.w<<16))));
R1i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z),
int(attrDecoder.w));
attrDecoder.x = attrDataSem1.x;
attrDecoder.x = (attrDecoder.x>>24)|((attrDecoder.x>>8)&0xFF00)|
((attrDecoder.x<<8)&0xFF0000)|((attrDecoder.x<<24));
attrDecoder.y = 0;
attrDecoder.z = 0;
attrDecoder.w = 0;
attrDecoder.xyzw = uvec4((attrDecoder.x>>0)&0x3FF,(attrDecoder.x>>10)&0x3FF,
(attrDecoder.x>>20)&0x3FF,(attrDecoder.x>>30)&0x3);
if( (attrDecoder.x&0x200) != 0 ) attrDecoder.x |= 0xFFFFFC00;
if( (attrDecoder.y&0x200) != 0 ) attrDecoder.y |= 0xFFFFFC00;
if( (attrDecoder.z&0x200) != 0 ) attrDecoder.z |= 0xFFFFFC00;
attrDecoder.x = floatBitsToUint(max(float(int(attrDecoder.x))/511.0,-1.0));
attrDecoder.y = floatBitsToUint(max(float(int(attrDecoder.y))/511.0,-1.0));
attrDecoder.z = floatBitsToUint(max(float(int(attrDecoder.z))/511.0,-1.0));
attrDecoder.w = floatBitsToUint(float(attrDecoder.w));
R2i = ivec4(int(attrDecoder.x), int(attrDecoder.y), int(attrDecoder.z),
int(attrDecoder.w));
// 0
backupReg0i = R0i.x;
PV0i.x = (backupReg0i == int(1))?int(0xFFFFFFFF):int(0x0);
R127i.y = 0x3f800000;
PV0i.z = 0x3f800000;
PV0i.w = 0x40400000;
R127i.z = 0xbf800000;
PS0i = R127i.z;
// 1
R123i.x = ((PV0i.x == 0)?(PV0i.z):(0xc0400000));
PV1i.x = R123i.x;
R123i.y = ((PV0i.x == 0)?(PV0i.w):(0xbf800000));
PV1i.y = R123i.y;
R0i.z = 0;
PV1i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[0].z) *
intBitsToFloat(0x3b808081));
R2i.w = 0x3f800000;
PS1i = R2i.w;
// 2
R2i.x = ((R0i.x == 0)?(R127i.z):(PV1i.y));
PV0i.x = R2i.x;
R2i.y = ((R0i.x == 0)?(R127i.y):(PV1i.x));
PV0i.y = R2i.y;
R2i.z = floatBitsToInt(intBitsToFloat(PV1i.w) + -(0.5));
R2i.z = floatBitsToInt(intBitsToFloat(R2i.z) * 2.0);
R0i.w = 0x3ec00000;
R0i.x = 0x3eeaaaab;
PS0i = R0i.x;
// 3
R1i.x = 0x3d2aaaab;
R0i.y = 0;
R1i.z = 0;
R1i.w = floatBitsToInt(-(intBitsToFloat(PV0i.y)));
R5i.x = floatBitsToInt((intBitsToFloat(PV0i.x) * 0.5 + 0.5));
PS1i = R5i.x;
R3i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.wz)).xyz);
R0i.xyz = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R0i.xy)).xyz);
R4i.w = floatBitsToInt(texture(textureUnitVS0, intBitsToFloat(R1i.xz)).y);
// export
SET_POSITION(vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y),
intBitsToFloat(R2i.z), intBitsToFloat(R2i.w)));
// 0
R127i.x = uf_remappedVS[1].z;
R127i.x = floatBitsToInt(intBitsToFloat(R127i.x) / 2.0);
PV0i.x = R127i.x;
R5i.y = floatBitsToInt((intBitsToFloat(R1i.w) * 0.5 + 0.5));
PV0i.y = R5i.y;
R126i.z = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[2].z)));
R126i.z = floatBitsToInt(intBitsToFloat(R126i.z) / 2.0);
R127i.w = R2i.x;
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R1i.z = R5i.x;
PS0i = R1i.z;
// 1
backupReg0i = R2i.y;
R2i.x = floatBitsToInt(-(intBitsToFloat(uf_remappedVS[3].x)));
R2i.x = floatBitsToInt(intBitsToFloat(R2i.x) * 2.0);
PV1i.x = R2i.x;
R2i.y = uf_remappedVS[3].y;
R2i.y = floatBitsToInt(intBitsToFloat(R2i.y) * 2.0);
PV1i.y = R2i.y;
R127i.z = floatBitsToInt(-(intBitsToFloat(backupReg0i)));
R127i.z = floatBitsToInt(intBitsToFloat(R127i.z) / 2.0);
R1i.w = PV0i.y;
PV1i.w = R1i.w;
R126i.y = floatBitsToInt(intBitsToFloat(PV0i.x) + -(0.5));
PS1i = R126i.y;
// 2
backupReg0i = R127i.w;
R126i.x = floatBitsToInt(intBitsToFloat(R126i.z) + -(0.5));
PV0i.x = R126i.x;
PV0i.y = floatBitsToInt(-(intBitsToFloat(PV1i.x)));
PV0i.y = floatBitsToInt(intBitsToFloat(PV0i.y) / 2.0);
PV0i.z = floatBitsToInt(intBitsToFloat(PV1i.w) +
intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R127i.w = floatBitsToInt(-(intBitsToFloat(PV1i.y)));
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R127i.y = floatBitsToInt(intBitsToFloat(backupReg0i) + intBitsToFloat(R127i.x));
PS0i = R127i.y;
// 3
PV1i.x = floatBitsToInt(intBitsToFloat(R127i.z) + intBitsToFloat(R126i.z));
R125i.y = floatBitsToInt(intBitsToFloat(R5i.x) + intBitsToFloat(R126i.y));
R127i.z = floatBitsToInt(intBitsToFloat(PV0i.z) + intBitsToFloat(PV0i.x));
R126i.w = floatBitsToInt(intBitsToFloat(R1i.z) +
intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R125i.w =
floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.x),intBitsToFloat(R127i.x)) +
intBitsToFloat(PV0i.y)));
PS1i = R125i.w;
// 4
backupReg0i = R127i.y;
backupReg1i = R126i.z;
R127i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y),
intBitsToFloat(PV1i.x)));
R127i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x),
intBitsToFloat(backupReg0i)));
R126i.z =
floatBitsToInt((mul_nonIEEE(intBitsToFloat(R2i.y),intBitsToFloat(backupReg1i)) +
intBitsToFloat(R127i.w)));
R127i.w = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].x)*resXScale);
R127i.w = floatBitsToInt(intBitsToFloat(R127i.w) / 2.0);
R125i.z = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].y)*resYScale);
R125i.z = floatBitsToInt(intBitsToFloat(R125i.z) / 2.0);
PS0i = R125i.z;
// 5
backupReg0i = R126i.x;
backupReg1i = R126i.w;
backupReg2i = R126i.y;
R126i.x = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].w)/resYScale);
R126i.x = floatBitsToInt(intBitsToFloat(R126i.x) * 2.0);
R126i.y = floatBitsToInt(intBitsToFloat(uf_remappedVS[4].z)/resXScale);
R126i.y = floatBitsToInt(intBitsToFloat(R126i.y) * 2.0);
R124i.z = floatBitsToInt(intBitsToFloat(R5i.y) + intBitsToFloat(backupReg0i));
R126i.w = floatBitsToInt(intBitsToFloat(backupReg1i) +
intBitsToFloat(backupReg2i));
R124i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x),
intBitsToFloat(R125i.y)));
PS1i = R124i.w;
// 6
backupReg0i = R0i.y;
backupReg1i = R0i.x;
backupReg2i = R125i.w;
PV0i.x = floatBitsToInt(-(intBitsToFloat(R3i.z)) + intBitsToFloat(R0i.z));
PV0i.y = floatBitsToInt(-(intBitsToFloat(R3i.y)) + intBitsToFloat(backupReg0i));
PV0i.z = floatBitsToInt(-(intBitsToFloat(R3i.x)) + intBitsToFloat(backupReg1i));
R125i.w = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y),
intBitsToFloat(R127i.z)));
R2i.z = backupReg2i;
PS0i = R2i.z;
// 7
R4i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.z),intBitsToFloat(R5i.y)) +
intBitsToFloat(R3i.x)));
R4i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.y),intBitsToFloat(R5i.y)) +
intBitsToFloat(R3i.y)));
R4i.z = floatBitsToInt((mul_nonIEEE(intBitsToFloat(PV0i.x),intBitsToFloat(R5i.y)) +
intBitsToFloat(R3i.z)));
R2i.w = R126i.z;
R5i.z = R127i.y;
PS1i = R5i.z;
// 8
R3i.x = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.x),intBitsToFloat(R127i.w))
+ 0.5));
R3i.y = floatBitsToInt((mul_nonIEEE(intBitsToFloat(R5i.y),intBitsToFloat(R125i.z))
+ 0.5));
R3i.z = R126i.y;
R5i.w = R127i.x;
R3i.w = R126i.x;
PS0i = R3i.w;
// 9
R0i.x = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.x),
intBitsToFloat(R126i.w)));
R0i.y = floatBitsToInt(mul_nonIEEE(intBitsToFloat(R2i.y),
intBitsToFloat(R124i.z)));
R0i.z = R124i.w;
R0i.w = R125i.w;
// export
passParameterSem2 = vec4(intBitsToFloat(R4i.x), intBitsToFloat(R4i.y),
intBitsToFloat(R4i.z), intBitsToFloat(R4i.w));
// export
passParameterSem4 = vec4(intBitsToFloat(R3i.x), intBitsToFloat(R3i.y),
intBitsToFloat(R3i.z), intBitsToFloat(R3i.w));
// export
// skipped export to semanticId 255
// export
passParameterSem0 = vec4(intBitsToFloat(R5i.x), intBitsToFloat(R5i.y),
intBitsToFloat(R5i.z), intBitsToFloat(R5i.w));
// export
passParameterSem1 = vec4(intBitsToFloat(R2i.x), intBitsToFloat(R2i.y),
intBitsToFloat(R2i.z), intBitsToFloat(R2i.w));
// export
passParameterSem6 = vec4(intBitsToFloat(R1i.x), intBitsToFloat(R1i.x),
intBitsToFloat(R1i.z), intBitsToFloat(R1i.w));
}

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